Monday, November 23, 2015

Vehicles in Cypher: Motor Pool 1

So I've laid out 4 posts of vehicle rules. How about some vehicles to put in your garage then. For Motor Pool 1 I'm going to stick to real-world vehicles just to lay out a baseline for the way vehicles should come out.

Civilian:

New Automobile (Very Expensive to Exorbitant):
A typical production model car fresh off the lot. Covers most automobiles from economy 4-bangers to family sedans to light trucks and SUVs. A typical 4-door sedan owned by a PC would have pools of 12 Might and 12 Speed. A pickup or SUV would come out to a Might of 16 and a Speed of 8, while a sports car would split around Might 9, Speed 16. Typical top speeds around 75-90 mph.
-Level 4 (24 HP), Size 2, Armor 1

Used Automobile (Very Expensive):
An automobile that's been around the block more than a few times, five to ten years worth of around the block depending on how hard the previous owners have been on it.
-Level 3 (18 HP), Size 2, Armor 1

Supercar (Exorbitant):
Road legal, but only just, with vastly more power than you need to make the commute to work. Technically a production car, however limited demand for these high-performance vehicles limits the numbers produced. Typically used in racing, or as playthings for the wealthy.
-Level 6 (36 HP, Might 6 Speed 30), Size 2, Armor 0

Motorcycle (Expensive):
Most production model motorcycles fit in this category, with a similar stat-pool split as Automobiles. Top speeds for sport-bikes reach 200 mph, while cruisers and touring bikes reach around 100 mph.
-Level 4 (24 HP), Size 1, Armor 0

Deep Submergence Research Vehicle:
A deep-sea research and exploration vessel, base-stationed from a conventional research ship on the surface. The DSV carries one pilot and two scientists for up to nine hours, to a tested depth of 21,300 feet. Top speed 2 mph
-Level 5 (30 HP) Size 4, Armor 2
Special Ability: Adaptation to High Pressure (Level 2 Adept, Modified Always on, Pressure only)

Military Ground Vehicles:

All military vehicles can be safely priced as "Very Exorbitant" or beyond. Weapon damages given in parentheses are after all the weapon modifiers are factored in. Ranges listed in parentheses are the ranges for the vehicle's size.

Weapon Distinctions:

A cheat sheet for additional distinctions in CSR or that I have listed elsewhereCrushing: -1 armor to armored targets, -1 damage to unarmored targets.Slashing: +1 damage to unarmored targets, -1 damage to armored targets.Explosive: -1 Damage, but all targets in Immediate Range are attacked. If Effort is used to increase damage damage is only increased by 2, however a miss still inflicts 1+Size Mod damage to target

Guided: 1 Step more difficult to hit a Immediate range, +1 asset at Long range and beyond